RimWorld
Infusion 2
Infusion Price Balancing
Thought I'd start a thread to discuss this. The addition of flat value increases to infusions.

Maybe something like 2500 for legendary, 500 for rare, 150 for uncommon, 30 for common? If you want to know why I chose those numbers:

The nearest vanilla baseline for comparison would be bionics: Like infusions, they enhance a pawn's stats. A vanilla bionic limb is about 1000 silver for a 25% increase in one body part. But since legendary infusions give that same increase across the entire body and not just one limb, it should be higher.

However, there's more than just the stat increase itself to consider. Due to the fact infusion slots are limited on equipment, stronger infusions have more utility than just their stats would indicate (e.g., a single +10% stat infusion is considerably more useful than two +5% stat infusions, since the former frees up an extra infusion slot). So the value should increase exponentially the rare an infusion is.

I'd also recommend tweaking price based on usefulness. Ones like wilderness should be half the value of others that tier.

Finally one last thing to note: Weapon infusions are much more useful than armor infusions (a single weapon and infusion can be life-or-death, while one can very rarely say the same about armor infusions, except maybe those that increase armor). However, weapon drops don't become tainted like armor, so you can recover many times more (sellable) infused weapons than infused armors. So while more valuable they may also need a price nerf. Ideally, the best solution would be to make weapon infusions much rarer than armor ones due to how much easier infused weapons are to capture, but not sure if the mod allow you to differentiate between weapons and armor infusion appearance rate.
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alatta  [dév.] 1 juil. 2021 à 7h56 
Wow, thanks, you put some effort here!

For sure, it would be the best to differentiate marker value between infusions, even in the same tier, but it's something that I can't maintain.

I may able to reduce chances for weapon infusions, by separating a tier into one for weapons, another for armors. Let's see if it can be done without breaking all the saves.

2500 for an infusion seems quite high for my taste - but your comparison with bionics make sense after all. Though there're players who don't like Infusion 2 (or Infused to this extent) already for its market value boosting so I should consider this too. Or are they already lost to me? Maybe. :P
I'll compare your values with current %-based approach on expensive items such as legendary power armor.
Dernière modification de alatta; 1 juil. 2021 à 7h56
On consideration, I think I can see where you're coming from with thinking prices may a bit too high.

I'm someone who tends to play a lot of the game in the late-game stage, when raids are hundreds of pawns at a time, so I end up collecting mountains of rare and legendary infusions. So maybe the prices being too high for your taste are a reflection of my preference for infusions to be much rarer (thus justifying the higher value). I don't play with default infusion drop rates since legendary feels a lot less legendary when you have a pile of them in your back shed.

But yeah, on second thought increasing the value of infusions without proportionally nerfing their spawn rates could have unintended effects on the economy.
alatta  [dév.] 29 juil. 2021 à 1h40 
Hey, though it's been a while since I pushed 1.3 update--which included market value related changes--I'm here to write for future readers that this is implemented, though with more subtle values.

With only a fixed increase, weapon price increase was far too severe, even with multiple infusions of low rarities. Compared to that, all combat related bonuses (= nearly all weapon infusions) are relative to the weapon's base stats, so the gap of two wasn't feeling right. As a result, the easy-gain part was mitigated by lowering extraction chance of high tiers and refactoring infusing mechanism.

I still agree to the need of fixed market value offset though. So all weapon infusions now have both a small amount of market value offset, and a moderate amount of market value multiplier.

Note that all bonuses, including armors, of apparel infusions are offsets, unlike for weapons. So they don't use market value multiplier anymore.
Dernière modification de alatta; 29 juil. 2021 à 1h41
In virtual game economies, there are a pair of concepts known as "money faucets" (things which create player, like monsters that drop loot when killed) and "money sinks" (things that remove player wealth, like things you buy at NPC shopkeepers). These work together to hopefully keep an economy balanced.

Your mod already has a money sink in the form of empty infusers. But since you increased the value of infusions without increasing the costs of empty infusers, your mod may have caused wealth gain to increase significantly overall, causing economy imbalance.

So I would recommend considering some option to better balance out player wealth. Decreasing the overall spawn rate of infusions, increasing the cost of empty infusers, increasing the default failure rate of empty infusers to extract (so on average you require more empty infusers per infusion successfully extracted), or something to that effect.
(if i am not wrong)

increaseing market value (what infuseing does) increase wealth
increasing health of items (what infuseing does) increases wealth (dont know if its market value only or the market value/hp part, maybe 50/50)

so both of them increase wealth and that increases raidpoints.

so if you want to ballance infusion vs normal ingame items think of an legendary assault rifle with max infusions that has 5 times the HP (because of infusion) and on top has a general price increase..
you are looking at an item thats worth 10 pawns.
Dernière modification de CG; 7 nov. 2022 à 6h07
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